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[Fix, Test] (GLImpl, DirectVulkan, MG_IntegrationTest): record glVertexAttribLFormat's state and drop the array at draw
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@@ -8,6 +8,7 @@
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#include "VertexInputStateFactory.h"
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#include "MG_Util/Converters/MGToStr/DataTypeConverter.h"
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#include <MG_Backend/BackendObjects.h>
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#include <utility>
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namespace MobileGL::MG_Backend::DirectVulkan {
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@@ -330,6 +331,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// for every R64 float format, so a native 64-bit vertex fetch is simply unavailable there
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// while shaderFloat64 is not. Both halves key off nothing but the attribute being long,
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// so they always agree without extra plumbing.
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//
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// ... as long as the shader half still runs. It does not when the backend has declared
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// no 64-bit vertex attribute support: DemoteFloat64Pass has already narrowed every
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// `dvec` input to a `vec` by then, so PackDoubleVertexInputsPass finds nothing to pack
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// and a UINT-formatted attribute would be fed to a float input - garbage with no
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// diagnostic anywhere. Declining here drops the array instead (the caller skips
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// UNDEFINED attributes and reports them through unsupportedAttribMask), which is what
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// DirectGLES does for the same state. The frontend RECORDS the format either way, so
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// this gate is the only thing standing between a legal glVertexAttribLFormat and a
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// mismatched pipeline.
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if (MG_Backend::pActiveBackendObject == nullptr ||
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!MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) {
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return VK_FORMAT_UNDEFINED;
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}
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if (!isLong || isInteger || normalized) return VK_FORMAT_UNDEFINED;
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switch (size) {
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case 1: return VK_FORMAT_R32G32_UINT;
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